Raok the Leaper |
Raok the Leaper wrote:Immonhiel? That would be very, very interesting.
Not done yet.. empty profile being done off site...But making a Grippli Inquisitor of Immonhiel.. Let Bounce the Frogs of Interrogation.
If you have information that suggests it's hard to do or not such a great fit provide info or plz just explain what is interesting about it.
Tracinoa T’unavor |
Tracinoa T’unavor wrote:If you have information that suggests it's hard to do or not such a great fit provide info or plz just explain what is interesting about it.Raok the Leaper wrote:Immonhiel? That would be very, very interesting.
Not done yet.. empty profile being done off site...But making a Grippli Inquisitor of Immonhiel.. Let Bounce the Frogs of Interrogation.
I's neither hard to do nor a bad fit; it's interesting because my submission was a poison-focused alchemist. The party dynamic would be a lot of fun.
Herkymr the Silly |
working on a wayang rogue (knifemaster,scout)
idea is that he had earned the trust of his former "masters" but due to poor planning / misinformation their patrol was ambushed and he was captured.
part of his usefulness was being able to "place" objects on people to help neutralize those that could be seen as potential threats.
more coming that's the gist of it though
Urf Rotnose |
Urf counts over 20 people trying to get in this; Urf would be more precise with numbers, but Urf run out of fingers and toes. Why so many people wanna be slaves? Guess it be sad for them that don't get in, but at least Urf can celebrate being in slavery with other 5 people. ...Wait, something about that sound wrong to Urf...
Illiana Vahadarr |
Urf counts over 20 people trying to get in this; Urf would be more precise with numbers, but Urf run out of fingers and toes. Why so many people wanna be slaves? Guess it be sad for them that don't get in, but at least Urf can celebrate being in slavery with other 5 people. ...Wait, something about that sound wrong to Urf...
The better question, little goblin, is why wouldn't more people be interested in this glorious opportunity to be superior to every other race and play as a drow?
The Faceless GM |
Hey listen!
There are four days left in recruitment and I'm still not seeing complete characters for some people. That's fine if you've lost interest or whatever, but if anyone is still working on their character, you have until Monday at midnight. This is the last time I'm going to say something, but I wanted to get on last reminder out before Monday.
Korock |
Just added some background here.
Korock doesn't remember much about his past. His earliest clear memory is of crawling out of a cold pool of strange black liquid, the chill fluids seeping into his wounds. Before that, just a vague recollection of falling for a long time. After, just memories of climbing upward through lightless caverns, fighting off unseen terrors with his bare hands, until finally being taken by the duergar.
Korock is a Kellid barbarian who, while exploring a cave, fell into a deep shaft into the darklands. He fell into a pool of black blood, and the necromantic substance saved his life, but altered his physiology in turn. Whether he fell into the Land of Black Blood itself, or a smaller tributary cavern, he does not know.
Tlugos Ilmeefein |
Could be his mother, snub a matron and instead of provoking the oni by killing him. Have him shipped off to the slave markets of the gray dwarves to throw off any connection to the drow and his mother. Or he could have been taken by the gray drawrves on a long distance raid. Maybe that cave belonged to a hag that hexed him hard and sold him in the deep market under Goka to the ratfolk where he was shipped off to the inner sea where the duergar bought him cheap via surface agents. Maybe it was a magical cave that blinks between two locations, one in Tian Xia and the other in the five kings mountains.
Do you prefer one or do you want me to pick? Plenty of ways for it to go. ;)
The Norv |
Alrighty! Here's my ratfolk...turns out it takes a while to put together an occultist, especially starting over level 1. :P
I've abbreviated the details of some things here for space; let me know if you need clarification on anything or if I've screwed up the math at any point.
Meet Rissi Rawpaws: thief, researcher, explorer, and wielder of otherworldly forces!
Rissi Rawpaws was born into a clan of ratfolk residing on the plains of Druma, making a living by trading with the occasional caravan of human traders (Kalistradians, by and large) and by scavenging from the waste or the wreckage of such caravans to find usable goods they could either resell or refashion to their own ends. As the youngest of nearly a dozen siblings, Rissi was painfully shy and often struggled to make herself heard and establish any independence from her siblings. Her parents--more concerned with the day-to-day necessities of survival than their children's emotional welfare--largely left the siblings to tend to each other, so Rissi grew up to be an awkward, though deeply intelligent, young woman.
While most of her family shared their specie's fascination with found objects and complex tools and machines, Rissi lived under a far more powerful compulsion. She wanted to know not only how things worked, but why; why they were built the way they were, why they were used or discarded, and who had done so to them. Rissi was enthralled by the stories she felt must lie locked within each object, and when her parents announced that they were giving up on the clan and moving the family to Highhelm in the hopes of a better life, she was quietly thrilled. There would be true history in Highhelm, to say nothing of the incredible artifacts she might find there!
Sadly, Highhelm wasn't all that they'd hoped it would be. Although Rissi and her siblings learned to survive there--largely by scavenging, stealing, and dodging dwarven law--the family's supplies dwindled, and soon Rissi's mother was wasting away. In her last days, she bequeathed to Rissi an amulet that she'd worn around her neck since Rissi's father gave it to her during the start of their courtship. Rissi took it tearfully, because she knew that her mother would never give it up if she expected to live long. And three days later, Senna Rawpaws was dead.
Her mother's death sent Rissi into a bit of a daredevil tailspin, and distanced her from the rest of her family. She began exploring lower and lower levels of Highhelm, obsessed with finding newer and stranger artifacts from the city's past. It was on one of these excursions that, when she'd curled up to rest for the "night" and was stroking her mother's amulet, that she closed her eyes and focused, and for the first time felt something change in the world around her--a memory of her mother's love, enveloping her and protecting her from harm.
With practice, Rissi began to learn how to manifest such effects by sheer force of will from a number of objects: the coin that covered the single eye of a cyclopean corpse she found in a deep chamber, and a pair of earrings that she stole from a haughty half-elven courtesan that she briefly flirted with while the courtesan was moving through the city. Some of the changes she found herself able to make in the world delighted her; others terrified her. But all of them gave her more self-confidence and assurance, and she ventured deeper into the lowest levels of Highhelm, all alone.
It was on one of these journeys that she discovered the crevice leading to Nar Voth. She was intrigued--she had a sense of what it was, though she'd never been to the Darklands--and decided to investigate just a little way further. Unfortunately for her, the crevice deposited her not far from the Long Walk, and she fell afoul of a duergar patrol there. When she was unable to produce the toll they wanted or any traveling papers of any kind, they fell upon her, and she has spent the days since then in the slave pens of Hagegraf...
Rissi has sable fur and stands slightly less than waist high on a human. She's a bit on the stocky side for a ratfolk, though not unattractive; her shyness, which manifests as a habit of not meeting people's eyes, makes her less personable than strangers might expect. She's quiet, independent, and deeply thoughtful; despite her independence, she's been adrift for the last several months, and is likely to seize onto a new "family" at the first opportunity.
Rissi Rawpaws
Ratfolk Unchained Rogue 2/Occultist 4 [FCB: 4xHP]
Favored class: Occultist
N Small Humanoid (Ratfolk)
Height: 3'11" Weight: 71 lbs.
Init +2; Senses Perception +10, Sense Motive +11
XP:
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
HP 43 (6d8+6 CON+4 FCB)
Fort +6, Ref +7, Will +6
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Offense
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Speed 20'
Melee +1 rapier +8 (1d4+2 P/18-20)
Ratfolk tailblade +7 (1d2+1 S)
Dagger +7 (1d3+1/19-20)
Ranged Dagger +7 (1d3+1/19-20/10')
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Statistics
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Str 12 Dex 14 Con 12 Int 18 Wis 13 Cha 9
Base Attack +4; CMB +4; CMD 16
Feats Weapon Finesse (Rogue Bonus), Deceitful, Cunning Caster, Edge Runner
Traits Fast Talker (Social), Eldritch Delver (Magic)
Trained Skills Adventuring: Spellcraft [3] +10, Use Magic Device [3] +7, Knowledge (Religion) [2] +9, Disable Device [6] +12, Sense Motive [6] +11, Bluff [6] +10, Stealth [6] +15, Acrobatics [4] +9, Perception [4] +10, Escape Artist [4] +9, Knowledge (Dungeoneering) [4] +12, Climb [1] +5, Diplomacy [1] +3. Background: Appraise [6] +13, Sleight of Hand [6] +9, Knowledge (History) [6] +14. ACP: -1
Languages: Common, Undercommon, Aklo, Dwarven, Orc
Gear +1 spell storing chain shirt, gloves of larceny, cloak of resistance +1, +1 rapier, ratfolk tailblade, pickpocket's outfit (+2 bonus to hiding small objects on person), mwk backpack, concealable thieves' tools, climber's kit, infiltration kit (small, weights 9 lbs), 3 daggers, belt pouch.
Cash 22 gp
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Special Abilities
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RACE
Small Size: gain a +1 size bonus to attacks and AC, a -1 penalty on CMB and CMD, and a +4 bonus to Stealth.
Slow Speed: 20'
Tinker: gain a +2 racial bonus to Craft (Alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: gain a +4 racial bonus on Handle Animal checks made to influence vermin.
Darkvision 60'
Cornered Fury: When reduced to half or fewer of her hit points and she has no conscious ally within 30', Rissi gains a +2 racial bonus to melee attack rolls and to AC.
TRAIT
Fast Talker (Social): You gain a +1 trait bonus on Bluff, and Bluff is always a class skill.
Eldritch Delver (Magic): You gain a +1 trait bonus on Knowledge (Dungeoneering) and Knowledge (History) checks, and you treat your caster level as 1 higher for any conjuration spells of the teleportation subschool.
CLASS
Sneak Attack +1d6: When you catch a foe flat-footed, or flanked, you can deal extra damage.
Trapfinding: You add 1/2 your rogue level (+1) to Perception checks to locate traps and Disable Device checks. You can use Disable Device to disable magic traps.
Evasion: If you succeed at a Reflex saving throw against an attack that normally deals half damage, you instead take no damage. You can only use this ability if you are wearing light or no armor.
Rogue Talent: Black Marketeer: You treat every settlement as one size greater for the purpose of determining the gp limit of the base items for sale, as well as the number of minor, medium, and major magic items available in the settlement. With a successful Diplomacy check (DCs listed in feat), you can treat the settlement as two sizes greater. If the check fails by 5 or more, you spook the market, and treat the city as normal for one week. Your poor roll might also cause someone to retaliate against you or alert the authorities.
Implement Schools: Abjuration, Necromancy, Enchantment
Mental Focus: 8 points (lvl+INT). These points refresh each day and can be invested in implements she has on her, which activate the resonant powers. Any abilities that are activated by investing a specific number of mental focus points are activated when the points are invested for the day, and are NOT diminished or altered by spending the points over the course of the day to use focus powers. The implement grants its resonant power to whoever holds it; they can be lent to allies (though that prevents her from using the focus powers or casting spells in that school with ease). She can save generic mental focus in her own body, but using it to activate focus powers doubles the cost of such powers.
Magic Item Skill: Gain a bonus on all Use Magic Device checks equal to 1/2 occultist level.
Object Reading: Examining an item in this way requires Rissi to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if she had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item.
Shift Focus: You can spend 1 minute in quiet concentration to shift focus from one implement to another; this removes a number of points of mental focus from one implement and adds that number -1 to another. You can only shift focus from one implement to another, not generic focus into an implement. This, unlike expending focus normally, does reduce the effects of any resonant powers that depend on a specific amount of focus, though it does not increase those of the implement that gains focus.
Focus Powers (DC 16): All resonant powers for schools, plus Mind Barrier and Loci Sentry (Abjuration); Mind Fear and Spirit Shroud (Necromancy); and Cloud Mind (Enchantment).
FEAT
Weapon Finesse (Rogue Bonus): When using a finesse weapon made for a creature of your size, you may use your Dexterity modifier instead of your Strength on attack rolls.
Deceitful: Gain a +2 bonus on all Bluff and Disguise checks. If you have 10 or more ranks in one of those skills, the bonus increases to +4 for that skill.
Cunning Caster: When casting a spell, you can attempt a Bluff check (opposed by observers' Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a -4 penalty on the Bluff check. Psychic spells never have verbal or somatic components (they replace them with thought and emotion components, respectively). If the spell produces an obvious effect (such as a fireball), you also take a -4 penalty on the check. These penalties are cumulative.
Edge Runner: You can move at full speed while using Acrobatics to traverse narrow services, and do not become flat-footed or lose your DEX bonus to AC when doing so. You also gain a +4 bonus to Climb checks to catch yourself when falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall (such as a pit trap). This bonus does not apply to your CMD against bull rush or trip attacks.
SPELLS KNOWN
Knacks (DC 14, no limit): Resistance, Daze, Grave Words
1st-Level (DC 15, 4/day): Shield, Charm Person, Inflict Light Wounds
2nd-Level (DC 16, 2/day): Spectral Hand, Resist Energy, Demand Offering
stormcrow27 |
Derro Oracle of the Dark Tapestry Level 6
HP 45 AL CN with insane tendencies Sex Male Hair White Eyes White Skin Blue
AC without armor or da stuff Touch 14, Flat-Footed 12, Normal 14 (+3 Dex, +1 Size)
CMB +4
CMD 17
Base Attack +4 Melee +5 Ranged +7
Saves Fort +4 Reflex +5 Will +8
Abilities
Str 12 Dex 16 Con 14 Int 12 Wis 9 Cha 16
Age 25 Speed 20 ft Size Small
Height 3’7
Weight 43 lbs
Skills (Favored Class +1 skill point per level) 30 pts total
Class skills
Disguise 6+3+3=12
Intimidate
Knowledge Arcana 6+3+3=12
Stealth 6+3+3+4
Craft Poison 1+3+1=5
Diplomacy 1
Heal 1+3-1=3
Knowledge Religion 3+3+1=7
Profession
Sense Motive 3+3-1=5
Spellcraft 3+3+1=7
Perception 2+2-1=3
Derro Abilities
Darkvision 60 ft
Light Sensitivity
+2 racial Perception Bonus
Ghost Sound 3PD
Poison Use
Weapon Familiarity Light Repeating Crossbows, Akyls, and Fauchards
Madness Immune to confusion and insanity effects
Minor Insanity Obsessed with Bats
Languages Aklo, Common, Duergar
Oracle abilities
Weapon Prof Simple
Armor Prof Light, Medium Armor and shields
Spellcasting
Spells Known All cure spells
Mystery spells Entropic Shield, Dust of Twilight, Tongues
Curse Spells Mage Hand, Ghost Sound, Levitate, Minor Image
Chosen Spells
Orisons 7 + Curse Spell
Mage Hand, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Create Water, Mending
1st level 4 1st + Curse and Mystery Spells Entropic Shield, Ghost Sound, Minor Image, Cure Light Wounds, Burning Disarm, Embrace Destiny, Touch of Blindness, Protection from Law
2nd 2 2nd Curse and Mystery Spells, Dust of Twilight, Levitate, Cure Moderate Wounds, Summon Monster II, Protective Penumbra
3rd Curse and Mystery Spells 1 3rd Tongues, Cure Serious Wounds, Stunning Barrier (Greater)
Mystery Dark Tapestry Curse Haunted
Spells Per Day 4 Orisons 7 1st 6 2nd 4 3rd
Feats Improved Initiative, Extra Revelation, Extra Revelation
Revelations
Cloak of Darkness +4 armor bonus to AC, +2 to stealth checks, 6 hours
Gift of Madness 30 feet, confusion for one round, 6 PD, Will save 16
Interstellar Void 30 ft range, 6d6 damage, Fort save DC 16 for half 1 PD
Touch of the Void Touch range, melee touch does 1d6+3 cold damage, 6 PD
Equipment SAK (Standard Adventurer’s Kit) 30 gp
Chain Shirt +1
Fauchard +1 Melee +6 damage 1d8+3
Light Repeating Crossbow +1 Ranged +8
30 bolts
Two potions of lesser restoration, 1 potion of cure serious wounds
Handy Haversack
Gloves of Reconnaissance
650 gp left
Background. Simply put, the Derro is known as Your Trainer Of Night In the Neverending Gaze of the Blind One. He is a madman who believes the ascension of the Mad God Azatoth and the Elder Gods is night, so he has set out to train all of the denizens of the Darklands that is time for them to put aside their differences and march on the surface world, where the sun will finally be thwarted in eternal night by the Mad One’s blessing. More to come…. Your Trainer has a fondness for bats, but has yet to acquire a riding one due to the misfortune of the duergar’s silly imprisonment.
Almagafor |
Slide this in here.
Betrayal ate at the scion of Rasivrein, even as the gray dwarves tried to break him. Taken to the slave market he was bought by Alak Marduin Kels, a specialist in combative specimens. Alak was a owner and trainer of gladiators and Kellendross was taken to his academy. At first rebellious and unwilling to learn the ways of the school, the elf made friends of the champion of the school, the troll warrior Trusk. Taken under Trusk's guidance he learned to fight in the ways of the arena. More importantly he learned of the glory that he could attain, the honor of the sands. Still he holds hatred in his heart, and he vows to win his freedom and claim his vengeance.
NE medium humanoid (elf)
Str 16, Dex 16, Con 12, Int 12, Wis 14, Cha 13
Base Attack +6/+1, CMB +9, CMD 21
AC 21, Touch 13, Flat-footed 18
Fort +5, Ref +10, Will +4
HP 45 (6d8 + 6 + 6 (FC))
Speed 30ft
Init +5
Feats: Drow Nobility, Improved Shield Bash (b), Endurance (b), Two Weapon Fighting, Improved Drow Nobility, Shield Master (b)
Traits: Ease of Faith (+1 to Diplomacy and is class), Wicked Leader (+1 to cha checks vs evil creatures, if cohort is evil max level is 1 level lower rather than 2)
Skills: Acrobatics +7 (4 ranks + 3 Dex), Climb +7 (1 ranks + 3 class + 3 Str), Diplomacy +11 (6 ranks + 3 class + 1 Cha + 1 trait), Intimidate +8 (4 ranks + 3 class + 1 Cha), Knowledge (Dungeoneering) +6 (2 ranks + 3 class + 1 Int), Knowledge (Nature) +5 (1 ranks + 3 class + 1 Int), Knowledge (Religion) +2 (1 ranks + 1 Int), Perception +13 (6 ranks + 3 class + 2 Wis + 2 racial), Ride +10 (4 ranks + 3 class + 3 Dex), Stealth +12 (6 ranks + 3 class + 3 Dex), Survival +11 (6 ranks + 3 class + 2 Wis), Swim +7 (1 ranks + 3 class + 3 Str)
Background Skills: Handle Animal +8 (4 ranks + 3 class + 1 Cha), Knowledge (History) +3 (2 ranks + 1 Int), Knowledge (Nobility) +3 (2 ranks + 1 Int), Linguistics +3 (2 ranks + 1 Int), Sleight of Hand +5 (2 ranks + 3 Dex)
+1 Cha checks vs Evil
Languages: Common, Drow Sign Language, Dwarven, Elven, Undercommon
Spells: Ranger (CL 3, 1st 2)
Memorized: 1st Longstrider, Resist Energy
Special Attacks: Favored Enemy (Aberration +4, Humanoid (Dwarf) +2)
Special Qualities: Combat Style (Weapon and Shield), Elven Immunities, Favored Terrain (Underground +2), Light Blindness, Spell-like Abilities (at will Detect Magic, 2/day Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate), Spell Resistance 12
Combat Gear: Mithral Breastplate, +1 Longsword, +1 Light Steel Shield, MW Hand Crossbow, 10 Bolts, Cold Iron Morningstar
Other Gear: Explorer's Outfit, Deluxe Dungeoneer's Kit, Ranger's Kit, Pathfinder's Kit, Wand of Cure Light Wounds (50 charges), Potion of Spider Climbing, Potion of Bull's Strength, Oil of Bless Weapon x2, Oil of Shield of Faith (+2) x2, Potion of Cure Light Wounds x2, Bandolier, 107gp, 5sp
Special Abilities: Darkvision 120ft, Keen Senses, Hunter's Bond (Animal Companion), Poison Use, Track +3, Weapon Familiarity, Wild Empathy +7
Symiel
Animal Companion: Wolf
Medium Animal
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Attack +2, CMB +4, CMD 17
AC 18, Touch 14, Flat-footed 14
Fort +3, Ref +3, Will +1
HP 21 (3d8+6)
Speed 50ft
Init +3
Feats: Dodge, Mobility
Skills: Perception +5 (1 ranks + 3 class + 1 Wis), Stealth +6 (1 ranks + 3 class + 2 Dex), Survival +2 (1 ranks + 1 Wis)
Tricks: Combat Training, Attack (all), Flee
Abilities: Evasion, Link, Low-Light Vision, Scent, Share Spells
Attacks: Bite (+ 4, 1d6+ 2 + trip)
Uuzkhangr Dagravax |
May I present my submission: Uuzkhangr.
Tried to post this here at around 5 PM but got messageboard goblins just as I was finishing up.
The full background is in the profile but here's a quick summary:
* Uuzkhangr was taught from an early age to raise giant insects as domesticated animals
* His development of druidic abilities led to him being assigned to slave gathering missions
* His skinchanging ability made him suited to being a forward scout operating alone
* On such a foray he met an Oread Monk who became a friend and taught him to revere Irori
* Eventually his brother discovered his illegal faith and reported him to the authorities
* In order to protect his sister from any suspicion he confessed and has been sentenced to life as a slave
* Uuzkhangr has been designed as a frontline melee fighter who uses druidic buffs and skinchanging to augment his combat skills, but has the versatility of spellcasting
* He has a cave mantis as an animal companion who is not too powerful but is difficult to hit